Changeset cbe946d in opengl-game
- Timestamp:
- Aug 23, 2019, 3:59:12 AM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- d53ef6a
- Parents:
- 6544020
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
NewOpenGLGame.vcxproj
r6544020 rcbe946d 136 136 <OptimizeReferences>true</OptimizeReferences> 137 137 <AdditionalDependencies>glew32s.lib;glfw3.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> 138 <SubSystem>Console</SubSystem> 138 139 </Link> 139 140 </ItemDefinitionGroup> … … 148 149 <ClCompile Include="new-game.cpp" /> 149 150 <ClCompile Include="StackWalker.cpp" /> 150 <ClCompile Include="stb_image.cpp" />151 151 <ClCompile Include="utils.cpp" /> 152 152 </ItemGroup> -
README.txt
r6544020 rcbe946d 1 NOTE: NewOpenGLGame uses a 32-bit build, whule VulkanGame uses a 64-bit build. 2 Because of this, it's necessary to switch the glfw3 lib files when switching projects. 3 TODO: Make NewOpenGLGame work with a 64-bit build 4 1 5 Installation Instructions for Linux 2 6 --------------------------------------- … … 33 37 --------------------------------------- 34 38 35 Download the pre compiled 32bit binaries of GLFW and GLEW. Create lib/ and39 Download the pre=compiled 32bit binaries of GLFW and GLEW. Create lib/ and 36 40 include/ folders in the root opengl-game directory you cloned. 37 41 Copy the include/GL/ and include/GLFW/ folders into your include/ folder. … … 55 59 Create an include directory inside the opengl-game folder 56 60 57 Download GLM and copy the glm folder into /include 61 Download GLM and copy the glm folder into your include directory 62 63 Download the 64bit pre-compiledbinaries of GLFW3 64 - Copy lib-vc2019/glfw3.lib into your lib directory 65 - Copy the whole include/GLFW directory into your include directory 58 66 59 67 Download the SDL2 pre-built Windows binaries … … 61 69 - Copy the contents of lib/x64 to lib 62 70 63 Download the SDL_image Visual C++ development libraries from https://www.libsdl.org/projects/SDL_image/ 71 Download the SDL2_image Visual C++ development libraries from https://www.libsdl.org/projects/SDL_image/ 72 Download the SDL2_ttf Visual C++ development libraries from https://www.libsdl.org/projects/SDL_ttf/ 73 (Might use SDL2_gfx later as well) 64 74 65 Download the SDL_ttf Visual C++ development libraries from https://www.libsdl.org/projects/SDL_ttf/ 75 Copy the 64-bit static libraries to the lib directory you created above 66 76 67 77 TODO: Figure out how to do static compilation with SDL2 78 79 Since I'm currently using dynamic SDL2 libraries for Windows, some DLLs from sdl2-ttf and sdl2-image 68 80 69 81 Download the vulkan sdk -
VulkanGame.vcxproj
r6544020 rcbe946d 150 150 <None Include="compile.bat" /> 151 151 <None Include="compile.sh" /> 152 <None Include="shaders\shader.frag" /> 153 <None Include="shaders\shader.vert" /> 152 <None Include="shaders\overlay.frag" /> 153 <None Include="shaders\overlay.vert" /> 154 <None Include="shaders\scene.frag" /> 155 <None Include="shaders\scene.vert" /> 154 156 </ItemGroup> 155 157 <ItemGroup> -
vulkan-game.cpp
r6544020 rcbe946d 75 75 static VkVertexInputBindingDescription getBindingDescription() { 76 76 VkVertexInputBindingDescription bindingDescription = {}; 77 78 // Since there is only one array of vertex data, we use binding = 0 79 // I'll probably do that for the foreseeable future 80 // I can calculate the stride myself given info about all the varying attributes 81 82 // In new-game.cpp, it looks like I had a C++ struct for each shader type anyway, 83 // so I can use the same pattern for this as well probably 77 84 78 85 bindingDescription.binding = 0;
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